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[F21] <<The Hidden Village>>


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Floor 21
<<The Hidden Village>>
Party Limit: 4 | 20+ Posts
Repeatable for standard thread rewards.

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Rewards: 

  • 2,000 Experience Points
  • 5,000 Col
  • POTENTIAL REWARD | Bonus Experience Points
    • Granted upon the defeat of (2 * Party Members) Dragon Knights. This reward may only be obtained once per character.
      500 Experience Points
  • POTENTIAL REWARD | Bonus Materials
    • Granted to players who successfully complete the EXTRA objective: Plant Mushrooms. This reward may only be obtained once per character.
      2 x Mushrooms Planted Materials (All players in quest receive combined amount)
      • If a player has the Gathering Profession, they are able to plant twice as many mushrooms. They will receive double the granted material reward upon completion of quest and close of thread. (Double materials only for those with Gathering)

Requirements:

  • Complete the following objectives:
    • Fulfill these task requirements: [Whiff out torches], [Topple cairns], [Plant rusted equipment], [Plant Fool’s Gold], [Go into hiding].
    • Travel back to town in three posts or Slaying all Dragon Knights.
  • Must roleplay the following:
    • Talking to Ureka in Charko.
    • Performing tasks in the tunnel towards Charko.
    • Stealthing from the Dragon Knights.
    • Walking back to Charko or Engaging in combat with the Dragon Knights.

Summary:
Charko is a village that doesn’t open up much to anyone. It’s recluse; the people keep to themselves, in fear of drawing attention from adventurers and passersby. So it is strange when one of the villagers has a quest marker above their heads -- stranger still when it is a council member of the city. She introduces herself as Ureka, responsible for maintaining community well-being and relations, and recently one of her members have reported growing concerns of dragon knights near the borders of town.

The sleepy citadel isn’t much for combat; weapons and military defenses would set most of the citizens at an unease. But, between the help of adventurers and herself, perhaps there’s a better way to reroute these wandering patrollers.

Outline: 

PART I | THE REROUTING EFFORT

Note that LD modifiers do not apply to this section of the quest.

The dragon knights will be advancing closer to the village at the end of every post rotation once the quest is initiated. After 5 turns, the dragon knights will have reached the village and the quest will have failed. Players will need to restart the quest to try again.

Each turn, players will also roll for LD as a free action. Players will need to have their total LD beat a certain threshold per rotation in order to stay ahead of the dragon knights. If their LD total falls below this threshold at any point during this phase, the quest will have failed. Players will need to restart the quest to try again.

For their post action, players may perform tasks based on their individual LD roll. Players may complete as much progress in their task in a single post action, however they may only perform one type of task in a post action. As an example, players may whiff out two torches if their individual LD is 4, but they may not also topple a cairn in the same post action.

Note that if the quest is taken solo, Ureka will join as a participating character. The solo player will then be capable of taking two free and post actions to perform quest mechanics per turn.

LD Threshold

Rotation # Total LD Threshold
1 4
2 8
3 16
4 32
5 64

Tasks

  • Whiff out torches: Players must whiff out 4 torches. They may do so once their individual LD rolls have reached 2, 4, 6 or 8.
  • Topple cairns: Players must topple marking cairns. They may do so once their individual LD rolls have reached 3, 6, 9 or 12.
  • Plant rusted equipment: Players must plant borrowed rusted equipment in select areas. They may do so once their individual LD rolls have reached 4, 8, 12 or 16.
  • Plant Fool’s Gold: Players must plant Fool’s Gold once only after the above three tasks have been accomplished. This may be done at any individual LD roll.
  • [EXTRA] Plant mushrooms: When the above four tasks have been completed, players may choose to plant mushrooms to not only further the route’s disguise, but to help bolster the village’s food supply. Additional rewards will be granted based on the amount of times these mushrooms have been planted.
  • Go into hiding: Players may end this phase of the quest early by rolling for stealth and beating a standard passive detection roll of 9 on the LD. Players who have gone into hiding may still roll to add to the total LD threshold, but may not take any additional actions to complete tasks.

All players must end the quest phase by going into hiding. This starts the next phase of the quest.

If all players have not successfully gone into hiding by rotation #5, the quest will have failed. Players will need to restart the quest to try again.

Should players be waiting for their party members to successfully go into hiding, they need not roll to maintain stealth, however must narratively remain as such.

 

- - - - -

 

PART II | THE AFTERMATH

Now that the dragon knights have successfully been directed elsewhere, the party will be asked to head back into town. On the other hand, the dragon knights do have monster cursors above their heads…

The party is offered two options. The party as a whole must pick one:

RETURN TO CHARKO

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SLAY THE DRAGON KNIGHTS

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NPC's:

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<<Ureka>>
A demure and courteous young woman, who is slightly more formal and peppy than she first lets on. Playing the role of intelligence on the council seat, it is little wonder how she’s capable of orchestrating a suitable plan in somewhat dire times (with only minimal losses).


Enemies:

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<<Dragon Knight>>
If it’s shiny at first glance, they want it, and they’ll only scowl in the face of false tribute before moving on. Loyal to Tessleth, they continue to search the floor and extort its citizens of any valuables they have by brute force and intimidation. Prideful folk, they fight in pairs at minimum, with a strange strategy: only one of them will attack, whilst the rest of their party defends. 

HP: 650/650 | DMG: 125 | MIT: 50 | ACC: 2 | EVA: -1

Abilities:

  • Formation | Dragon Knights oft work in teams, and must be spawned in groups of two or more. Their party will consist of every member being a Shielder save for one of them, who will assume the role of Lancer.
  • Lancer | All Dragon Knights seen on patrol are lance users by nature of training. Only one Dragon Knight in battle will assume a lance weapon, gaining a 50 DMG buff and attacking on its turn. If a Lancer falls in battle with other Dragon Knights in its party, the healthiest Dragon Knight will assume the new role of Lancer.
    • Critical Eye | A roll of 8 on their designated monster die will be considered a critical attack.
    • Long Reach | The length of their weapons alongside the broad and swift movements of a trained warrior results in some of their attacks capable of cleaving through several players at once. On a critical attack against the primary threat target, roll for attacks against every other member in the player’s party.
  • Shielder | If there are multiple Dragon Knights in combat, every other Dragon Knight except for one designated Lancer will carry a tower shield instead, incapable of attacking. Their MIT will increase by 75 whilst they are defending; they lose this bonus when they swap to a Lancer. 
    • Pawn | On any attack against the Lancer, the player must make a separate roll to determine Pawn’s activation. Should that roll’s CD be 6+, the damage taken by the Lancer would instead be taken by the healthiest Dragon Knight in the enemy party.

Epilogue:

If the Dragon Knights were not slain

  Reveal hidden contents

If the Dragon Knights were slain

  Reveal hidden contents

If Mushrooms were planted

  Reveal hidden contents

 


Image Credit:

Ureka from [Monster Hunter Rise].
Dragon Knights by [chearin from artstation].

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